Savage Worlds

I have to say that the initiative system is perhaps one of, if not the, biggest reasons I don't try Savage Worlds. I play exclusively online, and have no idea how to convert it.
 

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I have to say that the initiative system is perhaps one of, if not the, biggest reasons I don't try Savage Worlds. I play exclusively online, and have no idea how to convert it.
1d54, with 53 and 54 being jokers.
Alternatively, there are a few electronic card drawers out there. One or two of them may even work via chat programs, or whatever medium you use.

Finally, you could simply have everyone make Agility rolls at the beginning of each combat round; ties go to the better Agility. Slower, but keeps some of the randomness.
 
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Yep, online dice roller for the card draw would be an option (just order them from slowest = 1 to fastest = 54, and you can just use the numbers for your initiative order).

I would probably just grab the dice for Agility and Smarts, throw them together, ace if able, and then sum everything up.

Highest result goes first.

If you ace on both initial dice, you get the "+2 joker bonus", but you do not automatically go first.

I think that should work pretty well, even though it's a bit different to the card draw method.

Bye
Thanee
 

Note that requiring double aces on the intial rolls makes dumb clumsy people more likely to get that effect, which is both different from the original system, and kind of weird. :)

d4+d4 = double ace 1 in 16; d6+d6 = 1 in 36; d8+d8 = 1 in 64. Drawing from a deck of 54, you've got a 1-in-27 chance, so smart and/or agile people have a lower than normal chance, too.

You might just have everyone roll d6+d4; then they have the same odds to double ace, and the odds are only a little higher than the normal system.

In any case, you'd probably want to come up with some alternatives for the edges that let you draw extra cards. Maybe extra dice, and take the best two. That'll do even weirder things to the odds of getting the joker effect, though.
 


Thanee, I've been wondering about your Wild Die house rule. What do you guys do for Ability rolls? Double Ability dice? d6 Wild Die? Something else?

Thanks for the answer.
 

Wow. The real world distracts me for a few days and I return to find that the post has clearly not been forgotten. Ha.

I'm really enjoying all the banter on the topic.

So. I've settled on my first campaign being a low-magic fantasy sort of world, perhaps using the magic system from the Solomon Kane series to represent that sort of ..darker more insidious magic rather than "GLOMP! FIREBALL!"

I havent picked up the Shaintar ..or..whatever it's called.. book yet.. though I certainly need to. One thing I have noticed, just flipping through the core rules (I have the explorer's guide now) is that they don't seem too condusive to building different "Archetypal" characters. I also remember reading somewhere someone's comment that the system isn't great for creating "classic classes" in characters (Fighter, Ranger, etc etc as archetypes.) Has anyone had any experience with this, opinions on it or work-arounds they've homebrewed, etc?

*Also - given the more.. minimalist approach to weapon stats that I've seen so far.. any suggestions if one were to incorporate more weapon variety into it? One thing I do miss is in games like The Riddle of Steel and other more period researched works (Like the excellent Codex Martialis for d20) how many different weapons there are that all have different advantages, disadvantages, and purposes. I don't necessarily want to over-complicated the beautiful simplicity the game has to bother.. but it would be nice if a norse-pattern broadsword and a scimitar have different qualities, given how different the two weapons actually were.

Look forward to hearing from you!
 
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I'm not a big SW maven, but it doesn't seem to me like there's a lot of mechanical space to differentiate amongst weapons like scimitar vs. broadsword vs. falchion vs. khopesh vs. ...

Maybe there's stuff in one or more of the toolkits or Companions, though.
 

I'll disagree with you on the ease of making archetype characters. The Profession edges go a long way towards giving you that feeling, as they basically reward you with a "class ability"-esque thing if you build part of your character one way.

Certain character types are *far* easier to build as archetypes: if you take the Elderly Hindrance it's far, far easier to start with the very useful Wizard professional edge.

As to the weapons, well... Hammers, axes, flails, swords, and staves are all very different from each other already, but I think it's a little much to ask for more sword differentiation than short/long/bastard/lightsaber. Remember that they're covering a lot of genres and time periods in the basic core rules.

The soon-to-be-released Fantasy Companion will be adding more weapons useful in a fantasy setting, though.
 

I'm not a big SW maven, but it doesn't seem to me like there's a lot of mechanical space to differentiate amongst weapons like scimitar vs. broadsword vs. falchion vs. khopesh vs. ...
Actually, between parry bonuses and penalties, die size, armor penetration (including limiting it to certain forms of armor or use), the ability to mitigate or exacerbate shields, and some other features I'm blanking on, I'd say SW has more differentiation room than 3.X ever did.

Examples:
Broadsword: 1d8.
Rapier: 1d4, +1 Parry, AP 1 vs flexible armors (leather or chain).
Kopesh: 1d6, Ignore up to 2 points of shield parry.
Scimitar: 1d6, AP 2 while mounted (or similar leverage).
Flachion: 1d8+2, -1 Parry, 2-hands.
Katana: 1d6+2, AP 2. <- Super-awesome sword.
 

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